So, just to make sure nothing is made out of scale with players, what are the heights/width of the players (and ducking height)? How many UnrealEd units, etc? Thanks.![]()
So, just to make sure nothing is made out of scale with players, what are the heights/width of the players (and ducking height)? How many UnrealEd units, etc? Thanks.![]()
Nothing is made out of scale?
What are you talking about?
If you're developing a map ahead of time you'll run into problems with movement anyway. If all you care about is realistic scale, you can scale all your stuff up or down at any time anyway.
It's not for a UT3 map, but for a mod for UT3 (or Gears, if the PC user-base is large enough).
How the characters jump, etc. in UT3 isn't applicable here, as walk cycles are going to be different.
If it's a mod, the player scale is up to you as well, right?
Yes. Of course, you shouldn't try to do this in the editor with a finished map, but seeing as the editor isn't out yet, I'm assuming Spoudazo is developing his work in a 3rd party 3d modeling package, and in there scaling an entire scene up or down doesn't give any trouble.
I thought that the player scale is hard coded into the game?
Nope. The size of the collision cylinder is a property of the player pawn class. That's why stuff like the Pint-Size combo can work.
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